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Recent Movie Reviews

654 Movie Reviews

I get the reference, but I can't in good faith give this more than a low score. If anyone else uploaded this it would probably be blammed. It would also be funnier if this actually was your first animation because you could have titled it This is the Only Movie.

Regarding the animation itself, there's not much to say other than that you've got one sprite and a lot of mileage out of the free transform tool. It's bad on purpose so I don't know what more is worth discussing.

The animation here is simple but really smooth. I felt that the style struck a really good balance between feeling well-made while also harkening back to some of the cruder animation emblematic of the peak Flash years. I do wish it had been a bit longer though.

The old music made me think this would have felt a lot more cinematic in black and white or with low saturation, maybe with some high contrast film noir lighting.

SuperGibaLogan responds:

thx for the review
btw the old music is a reference to ren & stimpy, since i used a few production music from the show

The grainy texture on the images looks great and makes this really feel like a pre-Flash cartoon of the 90s or earlier. You also really nailed the art style, and it really makes the animation pleasant to the eye.

Humor-wise I didn't find this especially entertaining, but it's only 2 minutes so the unfunny-ness isn't that painful to sit through, especially when the aesthetic makes up for it a lot.

There are two main hiccups that I think drags this down considerably. First, some of the animation is just way too simple. Some of the really simple stuff (like the camera pan in the beginning) have a low framerate and look jerky. The two frame loop of the rat digging through boxes looks really crude, and it wouldn't have taken THAT many more frames to create a loop (even a low framerate one) that looked less sloppy. The screen shake at the very end is another example of this - just a few more frames to slow this down would make it look more like something that might actually air on Cartoon Network.

The second issue is the timing. Not just comedic timing, but the timing of the shots as well. It's a short animation (under 2 minutes) yet panning and fading transitions are all we see for the first 30 seconds of it. Some of the relatively short shots should be even shorter, like the rat tearing apart the box, or the first shot of him reaching into it (you play the same loop later and that time it's shown for the right amount of time.) Similarly, both shots of the rat holding the snow globe are just a little too long, as well as the still shot of the mess the rat made. All of these things might seem like nitpicks, but if you imagine how awkward it might be to talk to someone that randomly inserted... half second pauses while speaking... to you, it makes sense how not only these small differences of a fraction of a second can create a disruptive experience, but how a bunch of them back to back make the final product look unpolished.

E-Nat responds:

Thanks for your feedback! I'll improve my short films better in the future 💖

Recent Game Reviews

783 Game Reviews

The production value here is really fantastic. Everything looks clean, including the fully animated cutscenes for several of the sequences (some, like the way the can or fat guy roll, really show off incredibly smooth realism on a level that not too many animators here are capable of.)

Beyond that, I found this actively difficult to get through. The environment is too big (and the game is too long) for the kind of precise pixel hunting needed to gather everything, and only a handful of the puzzles are telegraphed in a way that makes sense. I ended up using your walkthrough perhaps 3 times before giving up at the final code at the end (which I had absolutely no idea how to find on my own and didn't feel like skimming the whole walkthrough for.)

I think one of the biggest things that makes this game less fun than the old escape room games (and this is generalizable to all of the point and click Riddle games, not just this one) is that unlocking more rooms as you progress makes the game drag on and on, instead of giving the player a small and mostly complete set of problems which the player is able to solve one at a time. You pixel hunt, use trial and error on an absolutely massive number of clickable items, finally find the combination that works, then unlock a new area which requires more pixel hunting, trial and error over a larger area, and backtracking over a larger area. The longer the game goes on the more tedious it becomes, leading to an experience where I found myself hoping for the game to be almost over for pretty much the entirety of the experience.

Having some more hints to guide the player, or perhaps just blatantly showing which items were clickable, would have made this experience feel a lot less frustrating. As it is, the time you spend stuck does make the game difficult in a sense, but it's the kind of difficulty that can only ever feel frustrating because there's no real way to "try harder."

As a closing note, I really didn't find the flavor text (or the general premise: "escape the school") to be terribly interesting, which meant I was only interested in completing the game for the sake of completing it. I wasn't invested in the characters, the plot, or anything that would make me anticipate what I would find deeper in the game.

I do think this game probably succeeds at doing what it intended to accomplish, but I personally would have had a much better experience with a shallower "choose your animation" game, or perhaps a shorter game.

I'm not sure how this one slipped by me. I see why this is sometimes called Madness Interactive 2, it really does feel like a faithful recreation of the animations in game form.

The art, animation, sound design, and variety of content (mostly in the weapons and skills) is really fantastic. I also like the concept of the tech bar and the fact that enemies will dive to avoid being hit, it makes the enemies feel more engaging rather than just being sitting ducks.

I really didn't like the level design. Having to run through room after room (that all looked the same) was annoying, especially if you went the wrong way and had to backtrack. I found myself preferring the Arena because it allowed the combat to take a front seat while level design was essentially moot.

My biggest issue here is how the difficulty is implemented. Most of episode 1 seems extremely easy, sans the bosses which seem inappropriately hard compared to the rest of the content. The amount of hits it takes to knock the helmet off of the boss in the penultimate level (of episode 1) was so ridiculous (even on easy!) that I thought the game was glitched and was about to close the game when it finally popped off and allowed me to finish the level. It's a good thing enemies are converted into BitmapData when they die, because you stack up so many bodies during that fight there's no way you could play it without those Movie Clips causing major slowdown. Similar to the point about clutter, the fact that empty weapons don't despawn is a ridiculous QoL oversight; yes, they flash red, but when there's a bunch of them in a pile and you have to grab one in a hurry, it's essentially the luck of the draw whether or not you get something with ammo.

Arena mode also felt a bit odd to me. I spent forever redoing round 1 before finally getting enough money to have a weak melee weapon at the start of every fight (which was also just enough for me to buy another weapon with a slight profit.) The mode didn't start for real until I was able to reach levels where I could bring back guns from enemies found in the arena and continually swap them out; the fact that melee weapons break while guns get more ammo between rounds makes the start of the game extremely slow in this regard. Once it does pick up, the enemy difficulty scales so slowly that the difficulty drops from tedious and protracted to tedious and unlosable. The gun with 200 ammo allows you to double down on this and protract how long it feels easy, while the generous experience payouts make it feel like most of the experience is just power creep rather than a change in difficulty. By the time the difficulty picked back up (for me, about round 30) it was mostly because of slowdown as well as ATPs having way too much tac (while I had neglected to spec into tac damage.) Starting over after getting this far is also really painful.

In so many ways this is a more sophisticated game than Madness Interactive, yet the difficulty of that game somehow feels a lot more transparent, whereas here you have ridiculously tanky enemies, the power creep of a stat system, and regeneration from the tac system making the difficulty feel somewhat arbitrary.

2002 is such an unfathomably long time that it's hard to imagine what other games were competing with this one at the time.

The movement speed is *brutally* slow to the point of painful, but the chainsaw and shooting mechanics are clean and overall feel good. The unique animations for different things being cut in half are really nice and make the game visually interesting, with the later violence also having some nice (and smooth!) frame by frame animation.

Gameplay-wise the meat and potatoes of the difficulty is really the 2nd shootout level, which is honestly not bad in how you have to learn the proper pattern to attack without being hit yourself. It's not exceptionally hard, but I did die once to the shotgun before realizing the reloading phase was the best time to attack.

It's short and it's simple but 23 years later it still plays quite well.

Recent Audio Reviews

864 Audio Reviews

I was looking for something purposefully bad for a game and I think this is exactly what I'm looking for.

Off beat singing with awful engineering, nearly unintelligible, plus horribly repetitive instrumentation. Not much else to say.

I saw this listed as the most listened song on Newgrounds and was curious as to what it was. I'm usually not into EDM so I expected not to like it and to just not leave a review on a song I probably wasn't going to like no matter what.

What surprised me about this was the constant switch ups and variety here. The percussion and bassline are constant and repetitive, but they're pleasant to the ear and keep things steady while the lead synth plays around with theme and variation (which seldom repeats more than twice.) I also really enjoyed the chord progression.

Just a really well-composed piece.

The tone and composition reminds me a lot of Super Solvers: Challenge of the Ancient Empires. I like the sound of this a lot, but the melody wanders aimlessly for a lot of it and makes the whole song sound more like a solo. There also isn't very much in the way of dynamics and development. This is par for the course for video game music, but makes the ending feel abrupt; I think this would work better as a looping track.

My recommendation would be to take some of your favorite parts from this and condense it into ~30 seconds, then use it as a bridge for something a bit more structured and repetitive.

YESEvoi responds:

Thanks for the advice!

Recent Art Reviews

129 Art Reviews

I'm a big fan of this art style. The high contrast and simple shapes make this really stylized.

Crazy amount of detail and great contrast between the low saturation characters and vibrant background. The bullets in the foreground are a bit distracting, especially with the blur effect on them.

This is a really cool concept, I'd like to see the folding/unfolding of this character animated! Certain parts of the body lack a bit of detail, and the wheel itself really just looks like three concentric circles.

Zechetto responds:

yeah, the left/closed version is without perspective or depth. It's purposely made that way for study reasons, that's how I get to the right version one. I don't really wanted to make a detailed concept. Just a study, but I like it very much how it gets to the spirit of the character and I do love the painting.

By the way, this is one of my first paintings with a brush I made from scratch, and is much better developed now

Once upon a time, water taught itself how to feel pain.

Age 30, Male

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